It's coded into the script and I don't believe I distributed the files to let you edit them. Most modders don't hand out the script files that let the users edit them from what I remember.
Honestly I have never encountered the bug myself and it's mostly self-inflicted. If you're at zero souls already, why try to spend more? Just don't try to spend any once you hit zero, if you ever encounter it.
Hello, yes, MCM is perfectly fine, it's a valid workaround. I just thought it was more immersive to instead have the reconfiguration pop up via spell or power in-game rather than an altar or the mcm. Thank you for making such a wonderful mod that we enjoy! :D
Do you mean converting a perk point back to a soul? no Do you mean removing the option to do so? Just don't use it, I see no point in removing an option that you can choose to not use.
It uses the script extender to do that, a function added by it. I prefer to keep the mod as simple as possible to let as many people as possible use it
I think MarioQone is right, I have killed several dragons since installing the mod and my dragon soul count is still 0. The Shrine and the converting souls to attributes feature works perfectly, just no more dragon souls for killing dragons for me. So I have to add dragon soul via console command every time I kill a dragon. Still a cool mod though.
My mod doesn't count dragon souls for you - it's a game stat updated by the game. My MCM menu merely displays that stat for you. Even if the MCM menu number wasn't displayed, the script should still recognise the souls you have. As with an mod - test it on a fresh save with only this mod active to see if it's a conflict issue.
Does this allow base attributes to be added to, or is this more like a Fortify (Attribute) buff?
i.e, I have Reliquary of Myth, and was curious if Magicka increases could improve the power and cost reduction of my Arch-Mage Robes since it's pulling from base Magicka (as opposed to total Magicka from gear, etc).
It should just buff your base attribute - I think the script command used was Player.modbaseav which modifies the base attribute, ergo it's not a buff.
It should just buff your base attribute - I think the script command used was Player.modbaseav which modifies the base attribute, ergo it's not a buff.
134 comments
or does skyrim limits you to only activate it on an object?
Do you mean removing the option to do so? Just don't use it, I see no point in removing an option that you can choose to not use.
It doesn't work properly anymore. the dragon souls are not counted
i.e, I have Reliquary of Myth, and was curious if Magicka increases could improve the power and cost reduction of my Arch-Mage Robes since it's pulling from base Magicka (as opposed to total Magicka from gear, etc).